Mafia 93 - A Roccisi Summer - Over!


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Mafia 93 - A Roccisi Summer - Over!

Post Post #0 (ISO) » Wed May 13, 2009 10:40 pm

Post by TDC »

Status
Over.

Players
Alive(4):
05. ekiM
10. Seraphim
17. DeathNote
HowardRoark

19. charter

Dead (18):
16. Dust, Vanilla Townie, Town, Shot Night 0 (Role)
23. OozingGolfBall, 1-Shot Vigilante, Russian Mafia, Lynched Day 1 (Role)
13. inHimshallibe, Godfather, Upper Roccisi Neighborhood, Italian Mafia, Shot Night 1 (Role)
01. ThAdmiral, Doctor, Italian Mafia, Shot Night 1 (Role)
07. alvinz95, Multitasker, Upper Roccisi Neighborhood, Russian Mafia, Lynched Day 2 (Role)
04. roflcopter, Mason, Roccisi Masonry, Town, Shot Night 2 (Role)
08. skitzer, Compulsive Miller Vigilante, Town, Shot Night 2 (Role)
11. Mufasa, Protective Jack-Of-All-Trades, Town, Shot Night 2 (Role)
18. Starbuck, Vanilla Townie, Town, Shot Night 2 (Role)
03. darkdude, Vanilla Townie, Town, Lynched Day 3 (Role)
02. tubby216, Mason, Roccisi Masonry, Town, Shot Night 3 (Role)
06. iamausername, 1-Shot Vigilante, Russian Mafia, Shot Night 3 (Role)
22. Axelrod, Vanilla Townie, Town, Shot Night 3 (Role)
20. SpyreX, Vanilla Townie, Town, Shot Night 4 (Role)
14. X, Serial Killer, Lower Roccisi Neighborhood, Self-Aligned, Lynched Day 5 (Role)
12. Korts, Binocular Jack-Of-All-Trades, Town, Shot Night 5 (Role)
15. Lowell
Mixologist
, Neighbor, Seaside Neighborhood, Town, Shot Night 5 (Role)
09. populartajo, Deputy, Town, Shot Night 6 (Role)
21. Kison
Caboose
, Cop, Italian Mafia, Lynched Day 7 (Role)


LinksRules
Setup
End of Night 0
End of Day 1
End of Night 1
End of Day 2
End of Night 2
End of Day 3
End of Night 3
End of Day 4
End of Night 4
End of Day 5
End of Night 5
End of Night 6
End of Day 7
Last edited by TDC on Wed Apr 21, 2010 9:53 am, edited 69 times in total.
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Post Post #1 (ISO) » Wed May 13, 2009 10:42 pm

Post by TDC »

The Rules
(Clarifications to initial posting in the signup thread in italics)
  • General
    • The site-wide rules apply.
    • Do not try to hide information within your posts by using encryption, invisible/white text or similar means. If you are unsure whether what you're trying to do is allowed or not, please PM me.
    • If you're dead (which is the case in the precise moment I announce your death), refrain from posting at all.
    • All Mod communication should go through PMs, please do not request me to do things in thread. You may never quote anything you received as PM from me.
    • I am not a lawyer, so if you think the rules have holes, please let me know. If you exploit such a hole, expect to be mod-killed.
  • Voting
    • A proper vote must be bolded, include the word "vote" and something that I can trace back to one of the players. This may be the whole name or an abbreviation. Please make sure that I understand whom you mean to vote for. Otherwise, your vote won't count.
    • Unvotes are not necessary, but I'm sure the other players would appreciate them.
    • If you want to unvote without voting someone else, use a bolded "unvote".
  • Deadlines
    • All game days will be deadlined to (PLAYERS_ALIVE/2+7 real days).
    • If a game day ends before the deadline is reached, half the remaining time (truncated to full real days) is added to the following game day.
    • I reserve the right to alter the deadline under extreme circumstances.
    • At deadline a majority of votes cast is needed to lynch.
    • Nights will be deadlined to 72 hours. Night actions not received by then will be randomized. If you want not to use your action (and it isn't compulsive), send me a message explicitly stating you don't use your ability. It
      will
      be randomized otherwise.
  • Participation
    • I expect each of you to post at least once every three days. (Some leniency will be applied on week-ends)
    • I will prod you if you don't. This will be announced in thread by me and you will have to answer the prod by posting in thread.
    • If prods are not answered or if I have to prod you repeatedly, I will replace you.
    • If no replacements can be found in a reasonable time, I will have to modkill you.
  • Information
    • I will try to post a vote count near the top of every page.
    • Additionally the first post will always contain the most current vote count and all other information you need.
  • Game-Specific Rules (see Setup Post to make sense of these)
    • Amount of Night Actions: Unless otherwise stated, every player may only use one night action per night. This includes group actions
      submitted by the player
      .
    • Group Choices: All group choices are to be submitted in the group's QuickTopic. This is first come, first serve.
      The member that submits the night choice is the one who will carry it out
      .
      Any one
      group member can veto a submitted night action, which will lead to the group not being able to submit
      a group action
      again that night. To submit a night action or veto a night action in the QT, use bolded text. (
      Action: Target
      ,
      Veto!
      )
    • Personal Choices: If a player happens to submit (via PM and QT combined) more night actions than he is allowed to, they will be discarded in the order: Personal ability, Neighborhood ability, Masonic/Scum Group ability. A dice throw will decide between abilities of the same kind, if necessary.
    • Reveal: Upon death, I will post the full Role PM of the dead player, including group memberships, excluding group details. All active and passive abilities will be revealed, but for the sake of brevity, the first post will only contain a catchy role name and link to the actual Role PM. While alive, players don't know their catchy role name.
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Post Post #2 (ISO) » Wed May 13, 2009 10:44 pm

Post by TDC »

The Setup



All Role PMs will have the following format:
  • Active Abilities:
    • Ability 1:
      • Ability Modifier 1
      • ...
      • Ability Modifier N
    • ...
    • Ability N:
      • Ability Modifier 1
      • ...
      • Ability Modifier N
  • Passive Abilities:
    • Passive Ability 1
    • ..
    • Passive Ability N
  • Groups:
    • Group 1:
      • Group Abilities:
        • Ability 1:
          • Ability Modifier 1
          • ...
          • Ability Modifier N
        • ...
        • Ability N:
          • Ability Modifier 1
          • ...
          • Ability Modifier N
      • Group Members:
        • Group Member 1
        • ...
        • Group Member N
    • ...
    • Group N:
      • Group Abilities:
        • Ability 1:
          • Ability Modifier 1
          • ...
          • Ability Modifier N
        • ...
        • Ability N:
          • Ability Modifier 1
          • ...
          • Ability Modifier N
      • Group Members:
        • Group Member 1
        • ...
        • Group Member N
  • Victory Condition:
List of Abilities (both for players and groups):
  • Bodyguard: Each night you can protect another player. If the targeted player would die, instead they live and you die. You can block multiple attempts at your target's life.
  • Cop: Each night you can investigate another player to find out whether or not they are anti-town.
  • Doctor:Each night you can protect another player. You are only able to prevent a single kill attempt per night.
  • Gunsmith: Each night you can find out whether a player has access to guns (via personal or group ability of Vigilante with any sort of modifiers)
  • Jailkeeper: Each night you can jail another player. They will be unable to use their own night action, nor can anyone else target them.
  • Hider: Each night you can hide in the house of another player. You will only die if they die.
  • Motivator: Each night you can enable a player to use one more ability the following night.
  • Nightwatchman: Each night you can find out whether the player you target used an ability that night.
  • Roleblocker: Each night you can block another player. They will be unable to use their own night action(s).
  • Role Cop: Each night you can receive the list of all active and passive abilities (with modifiers), excluding group abilities, of the player you target.
  • Tracker: Each night you can find out whom another player targeted that night.
  • Vigilante: Each night you can try to kill another player.
  • Watcher: Each night you can find out who targeted another player that night.
Notes:
  • The Cop ability may or may not be accompanied with sanity confirmation.
  • The result of a Cop investigation will be either "Guilty", "Not Guilty" or "No Result".
  • These abilities will receive a "Yes" if the action is successful and the target meets the stated criteria: Gunsmith, Nightwatchman.
  • These abilities will receive a list of all players/abilities that meet the stated criteria if the action is successful: Role Cop, Tracker, Watcher.
  • These abilities will receive "No Result" if the action fails or if the action has no results: Gunsmith, Nightwatchman, Role Cop, Tracker, Watcher.
  • The player motivated by a Motivator will receive:
    You have been motivated and may use one more night action than usual next night.
  • In short, the only ability that can tell whether or not it failed is the Cop.
List of Ability Modifiers:
  • 1-Shot: You can use your ability only once.
  • Amnesiac: You forget your own results, so you have to name another player who should receive your results.
  • Backup: Once someone with the same ability dies, you can use yours.
  • Collaboration: The ability is only available as long as at least two group members are alive.
  • Compulsive: You have to use your ability each night.
  • Even Night: This ability can only be used on even nights.
  • Inventor: You cannot use your ability yourself, but each night you can give another player a 1-Shot of your ability for use on any subsequent night.
  • Final Chance: This ability can be used in addition to the members personal ability, if the member is the last remaining of his group.
  • Final Chance+: This ability can be used in addition to the members personal ability, if the member is the last remaining of his group. This final member may self-target with the ability.
  • Free: This ability does not count against the one action a night rule.
  • Night 0: This ability can also be used Night 0.
  • No Back-to-Back: This ability cannot be used on the same target twice in a row.
  • Odd Night: This ability can only be used on odd nights.
  • Soloist: This ability can only be used by the final member of the group.
  • Weak: You die when you target scum.
Notes:
  • A 1-Shot ability will be used up, once the player/group attempted to use it, regardless of success.
  • The Amnesiac modifier only applies to investigative abilities (obviously) and the results will have the form:
    Ability: x
    Target: y
    Result: z
  • The Inventor modifier's notice for the receiver of a 1-Shot ability will have the format:
    You received: x
  • The following Modifiers only apply to Group Abilities: Collaboration, Final Chance, Final Chance+, Soloist.
  • As the existence of the Night 0 modifier suggests, abilities without it cannot be used on Night 0.
List of Passive Abilities:
  • Bulletproof Vest: You can survive one attempt at your life.
  • Godfather: If Cop-investigated you appear pro-town. If Gunsmith-investigated you seem not to have a gun.
  • Known Identity: The mentioned group knows your identity.
  • Miller: If Cop-investigated you appear anti-town. If Gunsmith-investigated you seem to have a gun.
  • Multitasker: You can use one additional ability per night.
  • Night Kill Immunity: You cannot die at night. This does not guarantee endgame win.
  • Survivor: You lose when you die.
List of Group Types:
  • Mafia: All members are confirmed to be mafia together and share an anti-town victory condition.
  • Masonry: All members are confirmed to be pro-town and share the regular town victory condition.
  • Neighborhood: Alignments are unconfirmed.
All groups can talk at night and will do so in a QuickTopic thread I provide.


Some examples:

1. The NK Immune Miller Compulsive Vig Doc-Neighbor:
  • Active Abilities:
    • Vigilante:
      • Compulsive
  • Passive Abilities:
    • Miller
    • Night Kill Immunity
  • Groups:
    • The Neighborhood:
      • Group Abilities:
        • Doctor:
          • none
      • Group Members:
        • You
        • Player X
        • Player Y
  • Victory Condition: You win when all anti-town forces are eliminated.
2. The Gun Inventor from my Mini:
  • Active Abilities:
    • Vigilante:
      • Inventor
  • Passive Abilities:
    • none
  • Groups:
    • none
  • Victory Condition:You win when all anti-town forces are eliminated.
3. The Jack-Of-All-Trades:
  • Active Abilities:
    • Cop:
      • 1-Shot
    • Doctor:
      • 1-Shot
    • Roleblocker:
      • 1-Shot
    • Vigilante:
      • 1-Shot
  • Passive Abilities:
    • none
  • Groups:
    • none
  • Victory Condition: You win when all anti-town forces are eliminated.
4. The Godfather in a mafia with the collective ability of gun invention from my Mini:
  • Active Abilities:
    • none
  • Passive Abilities:
    • Godfather
  • Groups:
    • The Mafia:
      • Group Abilities:
        • Vigilante:
          • Invention
          • Final Chance+
      • Group Members:
        • You
        • Player X
        • Player Y
  • Victory Condition: You win when your group makes up a majority of the town or nothing can prevent the same.
5. The Goon of a standard mafia:
  • Active Abilities:
    • none
  • Passive Abilities:
    • none
  • Groups:
    • The Mafia:
      • Group Abilities:
        • Vigilante:
          • none
      • Group Members:
        • You
        • Player X
        • Player Y
  • Victory Condition: You win when your group makes up a majority of the town or nothing can prevent the same.
6. Lastly, the Vanilla Townie:
  • Active Abilities:
    • none
  • Passive Abilities:
    • none
  • Groups:
    • none
  • Victory Condition: You win when all anti-town forces are eliminated.
Last edited by TDC on Thu May 14, 2009 10:53 pm, edited 2 times in total.
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Post Post #3 (ISO) » Wed May 13, 2009 11:33 pm

Post by TDC »

Role PMs are going out now.

StatusIt is now
Night 0

Deadline: Sunday, May 17th, 16:00 CEST (GMT+1).


Please confirm by PM and make sure to get your night choices in (IF you have any with Night 0 modifier).


edit:
All Role PMs out now.
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Post Post #4 (ISO) » Sun May 17, 2009 3:36 am

Post by TDC »

Something's up in this town. Or why else would anyone want to kill Dust? That's right, he's dead!


Death: Dust
  • Active Abilities:
    • none
  • Passive Abilities:
    • none
  • Groups:
    • none
  • Victory Condition: You win when all anti-town forces are eliminated.


StatusIt is now
Day 1
. With 22 alive this day will take 18 days.
The deadline, hence is Thursday, June 4th, 16:40 CEST (GMT+2).
12 to lynch.
Of course, no more group talk until Night 1 begins.
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Post Post #5 (ISO) » Sun May 17, 2009 3:42 am

Post by Seraphim »

Vote: X


Way too mysterious to be left alive.
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Post Post #6 (ISO) » Sun May 17, 2009 5:12 am

Post by Mixologist »

vote Seraphim
Wretched excess is an unfortunate human trait that turns a perfectly good idea such as Christmas into a frenzy of last-minute shopping-or attaches the name of St. Patrick to the day of the year that bartenders fear most.
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Post Post #7 (ISO) » Sun May 17, 2009 6:01 am

Post by HowardRoark »

vote tubby216


He deserves it.
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Post Post #8 (ISO) » Sun May 17, 2009 6:04 am

Post by Mixologist »

Oh hellllzzz noes!

unvote

vote Howard


God damn Pittsburgh people.
Wretched excess is an unfortunate human trait that turns a perfectly good idea such as Christmas into a frenzy of last-minute shopping-or attaches the name of St. Patrick to the day of the year that bartenders fear most.
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Post Post #9 (ISO) » Sun May 17, 2009 6:32 am

Post by roflcopter »

vote: howardroark


he deserves it.
soi soi soi

wins: open 69 (townie), mini 592 (sk), mini 617 (mafia rb), open 102 (mafia lover), crackers! (doctor), mini 712 (doctor), mini 715 (townie), mini 770 (inventor), lynch all lurkers (townie), mafia 100 (mason), space mafia (neighborizer)
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Post Post #10 (ISO) » Sun May 17, 2009 6:41 am

Post by roflcopter »

we have 18 days for the first day, and the deadlines will only get shorter on subsequent days. if anyone lurks long enough to deserve a prod (three days) they have lurked through one sixth of the day. i think everyone should endeavor to post
at least
once every two days.
soi soi soi

wins: open 69 (townie), mini 592 (sk), mini 617 (mafia rb), open 102 (mafia lover), crackers! (doctor), mini 712 (doctor), mini 715 (townie), mini 770 (inventor), lynch all lurkers (townie), mafia 100 (mason), space mafia (neighborizer)
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Post Post #11 (ISO) » Sun May 17, 2009 6:51 am

Post by Caboose »

Vote: Mixologist


Your avatar is distracting.
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Happy Scumday!

Post Post #12 (ISO) » Sun May 17, 2009 7:06 am

Post by iamausername »

Vote: alvinz95


Of all the players I recognise here (which is most of them), he's the least likely to help the town, and the most likely to slip under pressure as scum, therefore he's the best target for an early bandwagon.

I don't need no stinkin' random vote.
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Post Post #13 (ISO) » Sun May 17, 2009 8:45 am

Post by alvinz95 »

Vote: skitzer
Is back.
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Post Post #14 (ISO) » Sun May 17, 2009 8:48 am

Post by Seraphim »

@Mixologist

Any reason you voted me?

@Alvinz

Same question. Why skitzer?
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Post Post #15 (ISO) » Sun May 17, 2009 9:10 am

Post by Starbuck »

I really don't have a feeling as who to go for yet.
<3 Kise, Reck, dram, tans, & Kats <3
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Post Post #16 (ISO) » Sun May 17, 2009 9:21 am

Post by OozingGolfBall »

Hi guys. I am a alt. Feel free to start the guessing game.
Insanity is not a scumtell.
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Post Post #17 (ISO) » Sun May 17, 2009 9:21 am

Post by charter »

Vote Seraphim

Cause he's scum.
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Post Post #18 (ISO) » Sun May 17, 2009 9:32 am

Post by Mufasa »

Hey Iamausername bet you dont recognize me
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Post Post #19 (ISO) » Sun May 17, 2009 9:36 am

Post by charter »

OozingGolfBall wrote:Hi guys. I am a alt. Feel free to start the guessing game.
unvote, vote OGB

No one cares. You're only trying to fire up wild goose chases instead of hunt scum or take a stance on anything in the RVS.
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Post Post #20 (ISO) » Sun May 17, 2009 10:05 am

Post by ekiM »

Ah, this game started.
OGB wrote:Hi guys. I am a alt. Feel free to start the guessing game.
Attention whore alert.

Vote Howard Roark
, for his architectural stylings are unorthodox and illegitimate. Also, bandwagon!
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Post Post #21 (ISO) » Sun May 17, 2009 10:46 am

Post by Korts »

vote: OGB
scumchat never die
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Post Post #22 (ISO) » Sun May 17, 2009 10:47 am

Post by Mixologist »

Seraphim wrote:@Mixologist

Any reason you voted me?
If you're looking for a reason, you're not going to get one other than you posted first.
Wretched excess is an unfortunate human trait that turns a perfectly good idea such as Christmas into a frenzy of last-minute shopping-or attaches the name of St. Patrick to the day of the year that bartenders fear most.
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Post Post #23 (ISO) » Sun May 17, 2009 10:52 am

Post by roflcopter »

charter wrote:
OozingGolfBall wrote:Hi guys. I am a alt. Feel free to start the guessing game.
unvote, vote OGB

No one cares. You're only trying to fire up wild goose chases instead of hunt scum or take a stance on anything in the RVS.
i agree. that post alone is enough grounds to lynch.

unvote, vote: oozinggolfball
soi soi soi

wins: open 69 (townie), mini 592 (sk), mini 617 (mafia rb), open 102 (mafia lover), crackers! (doctor), mini 712 (doctor), mini 715 (townie), mini 770 (inventor), lynch all lurkers (townie), mafia 100 (mason), space mafia (neighborizer)
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Post Post #24 (ISO) » Sun May 17, 2009 10:53 am

Post by X »

Vote: OGB
for not liking Jews. ;)
Locked

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